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White_Owl

White_Owl

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White_Owl
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  • Basically it would hide the HUD and everything related...

    I really like the idea and always thought that would be a better blindness effect, which, aside from the problems mentioned, relies a lot on survivors using aura reading perks.

  • One tap? Definetly no.

    Maybe it could be reduced a bit the time required to open the gates though. Let's not forget that once it took 15 seconds and it got increased to 20 seconds, but the game changed since then (especially with the introduction of the EGC).

  • why did they break in the first place? 

    One word: spaghetti.

  • The problem of MoM is in the ability to tank a hit, it's too powerful with not enough conditions but not enough to justify too many conditions, a middle ground is very hard to achieve.

    At this point it would probably be better to scrap the extra hit idea and totally rework it to something else.

  • Yes please, it was so nice being able to switch with only one click...

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/692520#Comment_692520

    One of the designers would probably be able to word it better than me, but the distinction is: Is the power attacking someone, or is it just moving you? In the case of the Nurse, your power is just moving you. Blinking right up to a survivor doesn't injure them. (Also, good luck ever hitting a basic attack with the Nurse if blinks prevent it.)

    Thanks for the clarification :)

  • @Peanits said:

    This is a bug fix. As mentioned previously, her ambush is not considered a basic attack and as a result is not supposed to trigger NOED. The same goes for other killers as well, like the Huntress.

    https://forum.deadbydaylight.com/en/discussion/comment/692477#Comment_692477

    This is the long term goal, but it takes time. Something like NOED working on a speed limiter is incredibly niche so it's a lower priority.

    Just for curiosity, do you devs consider attacks after a blink/phasing/etc (m1 attacks done after the use of a power) as basic attacks or special ones?

  • Personally I'd like if she had a short range audio cue when charging her power, so the lame tactic of staying still in front a pallet and get a free hit wouldn't be possible without some actual input from the killer and the survivor could have a chance of doing something.

    Aside from that, rework/nerf Prayer Beads Bracelet, it's just stupid in its current form...

  • We were told that they hoped servers to be ready for September, they never promised it.

  • Wraith is not bad as you depict him, his power can be used in many useful ways. I'm definetly not against buffing his movement/action speed while cloaked to make him less addon reliant though.

  • I disagree. The game will probably never be really balanced because of how variegated is the community, but the devs are doing a good job at taking as many people as possible in consideration.

    He talks about a debuff to swf: what happens to solos that get paired with them which are indirectly receiving the penalty since they'll have less efficient teammates? When he says that swf that play just to have fun should not care about the debuff, does he even consider that said debuff could make it not fun for them since screweing around and having a debuff means getting stomped easily and often? I doubt it.

  • I have the feeling its due to the upcoming Archives

  • @BackByDaylight said:

    @FireHazard My words are simple. What's not to understand I feel targeted and for it I'm running mori's , camping and tunneling for a week if they don't back off maybe a month

    Oooh so that was the point?

    Anyway it's not a smart way of dealing with it, if a killer tunnels you and you get revenge on survivors you don't accomplish anything except bothering innocent people, who might in turn do the same thing. Just take advantage of the challenge to get better.

    Also, people on this forums are a very small minority among the players, I'd say the chances your message "gets through" are zero.

  • Wraith: Go to a pallet or window when chased in stealth mode and do not use it (stand still) until the last moment before he appears, they'll be forced to chase you without disappearing the whole match, lol, repeat every time the wraith becomes invisible

    Honestly if you do this to me you're doing me a favour, I'm gonna chase you cloaked and in one minute the map will have no pallet left and your teammates will deeply hate you.

  • @Madjura said:

    A problem that I haven't seen discussed in this thread (but in older ones) yet:

    Battlepass systems are bad for people suffering from video game addiction and encourage unhealthy play patterns in general.

    This is due to the feeling of missing out on things if the system is limited to a specific timeframe. If each battlepass track is available only for 3 months for example (this is just an example, nothing has been confirmed) then the closer the deadline comes the more people are encouraged to spend time on the game. This is due to two reasons:

    • you miss out on content that might never come back (cosmetics exclusive to the battlepass)
    • you spent money and don't get your money's worth if you don't grind out the battlepass to the max

    When I brought this up in the past people have said that it is not the developer's responsibility to care about people's mental health. I disagree heavily with this. A timed battlepass preys on people who are either already suffering from video game addiction or encourages unhealthy play patterns by playing more than they normally would. Some people are also more suspectible to this effect than others due to their personality. I don't have any statistics at hand but I feel like it can universally be accepted that there are some people who care more about having every item/cosmetic in a game than others. These are the kind of people who will then spend more time than they normally would in the game not for recreation, but out of an urge or sense of obligation to have items that they can otherwise never get again.

    A timed battlepass where the cosmetics are then put into the store addresses the first point from above, but not the second one. There might be reasons a certain player is unable to progress on the battlepass track, such as unexpectedly having no internet for a few days but this is just ONE example, who is then not only encouraged but rewarded to play more to the point where they neglect their life outside of the game to not have their money wasted.

    The solution is very easy:

    • battlepasses are not timed in any way, you can always buy them and always complete them at your leisure

    A non-timed battlepass system has no disadvantages for any players. Anything else is problematic for the reasons outlined above: encouragement of unhealthy play patterns, preying on people suffering from video game addiction or having an "addiction-prone" personality.

    I totally agree. Unfortunately many games live off the so called whales and gotta-get-everything maniacs.

    Personally I abandoned a couple games after they introduced battlepass systems because I don't like the (unhealthy) changes in ones gameplay they slyly promote.

  • Jokes aside, some little change to avoid the bs of stay-still-to-win (like a very short range audio cue) would be welcome. Aside from that (and Prayer Beads) Spirits is perfectly fine.

  • Personally that is what I dislike about battlepasses is that they are timed, which means they cater only to people who can play everyday. It's not a surprise the battlepass model became so popular with Fortnite, a game played mostly by kids.

    Imo the content should be available in the store or in some other way for people who can't afford the time investment a battlepass requires. They did it with the halloween skins, so there's hope they'll do it again.

  • This sounds a cool idea. It would be hilarious to throw it near a hooked survivor and suddenly 5 hags appear screaming pointing at a pebble.

  • My very first killer was Nurse because she seemed so cool, but in the first period I tried them all except Trapper. For some reason I despised him (maybe because it was the time where every Trapper camped with traps under hooks), even though now it's among my favourites.

  • When there was a bug that made the notification not appear until 5 stacks (iirc) it was a very decent perk. It's only problem is that, that survivors are notified of the perk before it can do anything significant.

  • I'm ok with this suggestion, but know that there's the possibility to use overlay crosshairs, and if I remember right devs are ok with that (and since they don't interfere with the game, EAC shouldn't flag them).

    When I first started with the Huntress I used Custom Desktop Logo, but there are many apps for that.

  • Bond and Iron Will are my crutches as survivor, they are just so much useful as a solo survivor.

    As killer I'd say BBQ, I like hooking a survivor and knowing exactly what to do next instead of having to guess (I'm lazy I know), plus the tons of BPs...

  • If you don't do it with bald Dwight, you're doing it wrong.

  • Personally I'd prefer an audio cue, like when there was that bug that played her glass sound (normally audible only by the killer during the charging) to survivors too, but only in a short range.

    I love playing the Spirit and I find this stand-still-to-win "mindgame" bullshit, since it requires literally no imput from the killer. At least with an audio cue the killer would need to at least charge the phasing losing sight of the survivor for a moment... that would be a real mindgame, needing prediction and observation (grass, steps etc) to get a successful hit.

  • @Milo said:

    The one cool thing about it is you don't have to channel it. So you basically have Empathy on obsession 24/7.

    Really? Cool!

  • Tunneling: "The action of focusing on one survivor who has just been unhooked by CHOOSING to target him/her" 

    I'd call what you describe "hook tunneling", which can be a strategic tactic in certain scenarios. I don't like it and don't do it, but it's kinda the equivalent of gen rushing (kill rushing?): an unfun tactic with the only aim to "win" faster.

    To me true tunneling is more about focusing on a particular survivor (for whatever reason) ignoring other possible targets which might be be easier and/or have more priority.

  • Consider yourself lucky. When I started there's wasn't the hook requirement. The first time I got moried after 10 seconds of starting the match...

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/664440#Comment_664440

    It's not though. Think about it.

    If you're on a hook(unable to play the game), finally get off the hook, only to be put back on in less than 60 seconds of being able to play, you're not going to want to play the game anymore.

    You didn't even get to play the game. You just showed up, got tunneled to death, and wasted your time.

    If the killer chases, downes and hooks another survivor after you got unhooked and you still couldn't manage to go to a safe place and avoid being downed again, the fault is entirely yours, not of the killer. It's not being tunneled, it's being bad.


    @Raven014 said:

    No, blaming the killer for a badly designed perk isn't going anywhere. It needs a slight change to make it better and for its' intended purpose.

    1. Make it so going in a locker cancels it. Or, at least reduces the stun since it's a forced stun.
    2. Make it so working on a gen cancels it. Same reason as locker grabs.
    3. Make it so being fully healed it cancels it.

    If it's designed for anti tunneling, then they shouldn't have the option to just let it tick down while they get free progress on healing and gen rushing. Going in a locker forces DS anyway, so it's not like it's balanced around locker grabs either.

    I agree. To compensate and make it a bit more coherent with the anti-tunneling aspect the timer could be shortened a bit but slow down/stop during a chase.

  • Definetly not a fun perk imo. You just slap it in your build and hope it does something, too passive for my taste.

    It's also good only against bad survivors and teaches killers bad habits (not applying pressure).

  • As survivor I tend to play with relatively high ping, and I can assure you that normal lag is way different than lag switching. If you're not doing it and people accuse you of that, they don't know the difference or they're just butthurt and trying to get an excuse.

  • He might be addon dependant (mainly those increasing stalk speed) but imo he's ok.

  • I personally think it needed that tweak: if another survivor is around x meters of the hooked survivor, the timer goes down in normal speed.

    It's a double edged sword, since it would allow the killer to know someone is near and he can freely camp because at least 2 survivors are off the gens.

  • How about a big neon sign that points to him?

    If you realize the killer is camping you just go do gens instead of trying the save anyway, or try to bait him away from the hook.

    In the case of Wraith you just need to get more near to check just like it would happen with Insidious, but the concept is exactly the same. Also, you can use Kindred, Spine Chill or Premonition.

  • They said they were looking for improving the new player experience, and this is definetly something that would do.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/658232#Comment_658232

    NCDWASOTTGA

    Yeah, i don't know what your shortcut means either.

    Sudoku is this

    Untitled Image

    The word you were looking for is seppuku

  • Never realized this, it would be a nice addition to the perk.

  • I think those maps are not that bad, except the Temple of Purgation. That map is freaking huge and should get the swamp treatment.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658054#Comment_658054

    It's an exhaustion perk, it'll only activate once in a chase and then get put on cool down.

    But it activates in a moment in which the killer can't move for 2 seconds and has to break a pallet or circle the loop. It would be insanely stronger than any other exhaustion perk for this reason.


    I think a cool alternative could be to increase the stun time instead of giving a sprint boost.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/83880/concede-button

    For me it would be really funny if survivor would grab a knife from he's pocket and commit sudoku instead of giving the killer the opportiunity to hook them.

    For me it would be really funny if survivor would grab a knife puzzler magazine from he's pocket and commit sudoku instead of giving the killer the opportiunity to hook them to kill the wait.

    FTFY

  • They didn't say that (which is a clever way to twist words to put devs in a bad light), they said that removing spawns in proximity to gens would limit a lot the possible locations, making easy to memorize where they appear or just exclude the area around gens, restricting the area to perlustrate by a good margin.

    The problem imo is not when they spawn near a gen, but when they do with no LoS breaker at all. Some totems can be very well hidden even near a gen, when placed in the right spot.

  • @screamdreamsx said:

    Ripley from Alien. Even if we can’t have a xenomorph or whole Alien chapter, I’d still love to see Ripley as a survivor.

    This. Ripley's character is perfect for this game.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/656210#Comment_656210

    The main thing is that it isn't fair for the flashlight to be super useful against specific powers but then also be useless against everyone else.

    Most Killers don't have props, so in order for a special interaction with props to be fair there needs to be a special interaction with Killers that DON'T use props.

    Hence fast blinds.

    I understand this, but as others said it's too abusable.

    Imo it's ok if some killers are less affected by something... look at Plague, she turns medkits into cosmetics basically.

  • I don't like much the idea mainly because currently sounds are not reliable, so against a survivor with good aim a killer would have a very hard time using their power.

    I like instead the idea of giving flashlights more utility, by revealing killers props and illusions. If that was the case, a little buff to how many charges flashlights have would be nice.


    The only Killer it has an actually interesting dynamic with is the Spirit. You can use it to remove the husk, which is useful for catching out a mindgame but doesn't cancel out her power entirely.

    What?!? Since when?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/656005#Comment_656005

    I mean, if you already went through the trouble of learning to reliably hit Great Skill Checks, you'll be able to do gens faster overall, which can only be a good thing for you.

    Sure, but great skillchecks give a 2% bonus with a high risk (especially with non optimal fps) of missing, giving away your position and regressing the gen, they are high risk-low reward. With Ruin a great skillcheck avoid a 5% regression a 3 seconds pause, they become high risk-high reward. But if Ruin made the risk even higher there would be no point in even trying.

  • Unfortunately Doc has some mechanics that help with camping and tunneling, so lazy people who don't bother to learn the other aspects of this killer tend to resort to such tactics.

  • I'm not sure of that. I think licenses helped a ton bringing people to the game, without them it would have probably remained a niche game considering its genre.

  • Myers with Scratched Mirrors is absolutely the best. A killer as a whole I'd say Wraith though.

  • Then what would be the point of the training needed to hit reliably great skillchecks, since without Ruin, they are not really worth the risk?

  • @Peanits said:

    There are no plans for this at the moment. While we can add new rules to gate spawning, we cannot fully prevent that from happening. You would need to make sure that no point on the map has line of sight on both gates, and even then, you could move slightly to watch one or the other. You'd also have things like the ski lodge on Ormond that would allow you to see right over and obstacles and easily watch both gates.

    Regardless, it's going to be tough to escape sometimes. At that point, the survivor has failed to power the generators and failed to find the hatch first. The collapse is meant to end the game at that point, not necessarily to give them a third chance to escape.

    What about adding some sort of LoS breaker on the sides of the gate/switch? It could help to avoid the killer having clear sight of both exit gates and giving the survivor a chance to do something.

  • It happens to me from time to time, I noticed it happens more often when survivors slightly wiggle left-right while running.

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